Hall of Heroes
This page contains all of Alkor’s feats, class abilities, racial abilities, and any other powers or stats for quick reference.
Character Traits & Flaws
Your own people are your favored enemy. You gain a +1 trait bonus on rolls to confirm critical hits against your own subtype and on Survival checks made to track such creatures. (Drow)
You believe that someone or something is always out to get you, so you have a hard time truly trusting anyone. Anyone who attempts an aid another action of any type to assist you must succeed at a DC 15 check instead of the normal DC 10 check.
These are the abilities granted by the Drow race
Drow Ability Score Modifiers:
- +2 Dexterity
- -2 Constitution
- +2 Charisma
Drow are immune to magic sleep effects and gain a +2 racial bonus on saving throws against enchantment spells and effects.
Drow Spell Resistance:
Drow possess spell resistance (SR) equal to 6 plus their total number of class levels.
Drow Keen Senses:
Drow gain a +2 racial bonus on Perception checks.
Drow Spell-Like Abilities:
Drow can cast the following spells once each per day, using their total character level as caster level.
Drow Poison Use:
Drow are skilled in the use of poisons and never risk accidentally poisoning themselves.
Drow have superior darkvision, allowing them to see perfectly in the dark up to 120 feet.
As deep underground dwellers naturally, drow suffer from light blindness. Abrupt exposure to any bright light blinds drow for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.
Drow Favored Class (Magus)
Add +1 point to the magus arcane pool every four levels. +1 HP per level of favored class taken.
Magus Hit Die:
Magus Skills Per Level:
2 + Intelligence Modifier
- Knowledge (Arcana, Dungeoneering, Planes)
- Use Magic Device
See the wiki page Alkor’s Spell-Book.
Magus Arcane Pool:
The Magus has access to a number of Arcane Points equal to 1/2 his level + his intelligence modifier. This pool refreshes once per day when the Magus prepares spells
At 1st level, you can expend one point as a swift action to grant one held weapon a +1 Enhancement Bonus for 1 minute. For every four levels beyond 1st, the weapons gains another +1 bonus up to a maximum of +5 at 17th level.
These bonuses can be added to the weapon, stacking with existing enhancement bonuses to a maximum of +5. Multiple uses of this ability do not stack
At 5th level these bonuses can be used to add any of the following weapon properties:
Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus.
A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.
Magus Spell Combat:
At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast.
To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand.
As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty).
If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check.
If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.
Magus Spell Strike:
At 2nd level, whenever a magus casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell.
If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon’s critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.
Full list of Magus Arcana
As he gains levels, a magus learns arcane secrets tailored to his specific way of blending martial puissance and magical skill. Starting at 3rd level, a magus gains one magus arcana. He gains an additional magus arcana for every three levels of magus attained after 3rd level.
Unless specifically noted in a magus arcana’s description, a magus cannot select a particular magus arcana more than once. Magus arcana that affect spells can only be used to modify spells from the magus spell list unless otherwise noted.
List of selected Arcana:
Magus Spell Recall:
At 4th level, the magus learns to use his arcane pool to recall spells he has already cast.
With a swift action he can recall any single magus spell that he has already prepared and cast that day by expending a number of points from his arcane pool equal to the spell’s level (minimum 1). The spell is prepared again, just as if it had not been cast.